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tsr09497 - AD&D - Ra.. - Property Is Theft!

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Skeleton keys. As detailed in Van Richten's Guide to the Vistani, the manufacture of skeleton keys is an attribute associated<br />

with the Corvara, Scar Tabor's former Tasque. The skeleton key provides a rogue with a +25% bonus to his or her Open<br />

Locks ability. Furthermore, any traps - magical or otherwise - which would normally be activated by failure to use the<br />

proper key does not go off when the skeleton key is used. Each key works only upon the lock for which it was constructed.<br />

Flight powder. This dark peppery mixture is another of the darkling's secrets learned as a Vistani. When sprinkled on boots,<br />

this powder enables one to leave no footprints or scent by which he can be tracked, (similar to pass without trace, the first<br />

level clerical spell). The effects last for 2d6 turns.<br />

Bodyguards<br />

Perhaps the easiest way to the heroes to the Dog Fights is as bodyguards for Matton Blanchard, who desperately wants to<br />

locate his beloved Gabrielle Aderre. He is well aware that the Dog Fights is a werewolf hangout, where others are only<br />

tolerated. Given the bitter enmity between werewolves and wolfweres, Matton realizes his chances of survival will be<br />

improved by hiring bodyguards. If the heroes are reluctant to approach Matton at the Laughing Maiden, the noble hires a<br />

crier to advertise that he is looking for bodyguards.<br />

The heroes probably do not wish to associate with Matton, given their unpleasant previous encounters. As noted in Chapter<br />

One, Matton is a rude, arrogant, and condescending snob who treats his hirelings like furniture. However, astute players will<br />

have noticed that he does not doublecross his henchmen: the six retainers that accompanied Matton on his hunting<br />

expedition (as noted from Dead Man's Perch in Chapter Two) were seen riding with the nobleman into town in Chapter<br />

Three.

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